Merged with released L2J-Unity files.
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151
trunk/dist/game/data/scripts/handlers/targethandlers/Enemy.java
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151
trunk/dist/game/data/scripts/handlers/targethandlers/Enemy.java
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/*
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* This file is part of the L2J Mobius project.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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package handlers.targethandlers;
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import com.l2jmobius.gameserver.GeoData;
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import com.l2jmobius.gameserver.handler.ITargetTypeHandler;
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import com.l2jmobius.gameserver.model.L2Object;
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import com.l2jmobius.gameserver.model.actor.L2Character;
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import com.l2jmobius.gameserver.model.skills.Skill;
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import com.l2jmobius.gameserver.model.skills.targets.TargetType;
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import com.l2jmobius.gameserver.model.zone.ZoneId;
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import com.l2jmobius.gameserver.network.SystemMessageId;
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/**
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* Target enemy or ally if force attacking.
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* @author Nik
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*/
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public class Enemy implements ITargetTypeHandler
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{
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@Override
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public Enum<TargetType> getTargetType()
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{
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return TargetType.ENEMY;
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}
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@Override
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public L2Object getTarget(L2Character activeChar, L2Object selectedTarget, Skill skill, boolean forceUse, boolean dontMove, boolean sendMessage)
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{
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if (selectedTarget == null)
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{
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return null;
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}
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if (!selectedTarget.isCharacter())
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{
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return null;
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}
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final L2Character target = (L2Character) selectedTarget;
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// You cannot attack yourself even with force.
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if (activeChar == target)
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{
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if (sendMessage)
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{
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activeChar.sendPacket(SystemMessageId.INVALID_TARGET);
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}
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return null;
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}
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// You cannot attack dead targets.
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if (target.isDead())
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{
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if (sendMessage)
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{
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activeChar.sendPacket(SystemMessageId.INVALID_TARGET);
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}
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return null;
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}
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// Doors do not care about force attack.
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if (target.isDoor() && !target.isAutoAttackable(activeChar))
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{
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if (sendMessage)
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{
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activeChar.sendPacket(SystemMessageId.INVALID_TARGET);
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}
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return null;
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}
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// Monsters can attack/be attacked anywhere. Players can attack creatures that aren't autoattackable with force attack.
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if (target.isAutoAttackable(activeChar) || forceUse)
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{
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// Check for cast range if character cannot move. TODO: char will start follow until within castrange, but if his moving is blocked by geodata, this msg will be sent.
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if (dontMove)
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{
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if (activeChar.calculateDistance(target, false, false) > skill.getCastRange())
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{
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if (sendMessage)
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{
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activeChar.sendPacket(SystemMessageId.THE_DISTANCE_IS_TOO_FAR_AND_SO_THE_CASTING_HAS_BEEN_STOPPED);
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}
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return null;
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}
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}
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// Geodata check when character is within range.
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if (!GeoData.getInstance().canSeeTarget(activeChar, target))
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{
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if (sendMessage)
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{
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activeChar.sendPacket(SystemMessageId.CANNOT_SEE_TARGET);
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}
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return null;
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}
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// Skills with this target type cannot be used by playables on playables in peace zone, but can be used by and on NPCs.
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if (target.isInsidePeaceZone(activeChar))
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{
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if (sendMessage)
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{
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activeChar.sendPacket(SystemMessageId.A_MALICIOUS_SKILL_CANNOT_BE_USED_IN_A_PEACE_ZONE);
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}
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return null;
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}
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// Is this check still actual?
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if (forceUse && (target.getActingPlayer() != null) && (activeChar.getActingPlayer() != null))
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{
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if ((activeChar.getActingPlayer().getSiegeState() > 0) && activeChar.isInsideZone(ZoneId.SIEGE) && (target.getActingPlayer().getSiegeState() == activeChar.getActingPlayer().getSiegeState()) && (target.getActingPlayer() != activeChar.getActingPlayer()) && (target.getActingPlayer().getSiegeSide() == activeChar.getActingPlayer().getSiegeSide()))
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{
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if (sendMessage)
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{
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activeChar.sendPacket(SystemMessageId.FORCE_ATTACK_IS_IMPOSSIBLE_AGAINST_A_TEMPORARY_ALLIED_MEMBER_DURING_A_SIEGE);
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}
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return null;
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}
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}
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return target;
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}
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if (sendMessage)
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{
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activeChar.sendPacket(SystemMessageId.INVALID_TARGET);
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}
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return null;
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}
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}
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